[Warzone-dev] [bug #11104] No map textures (all black)

2008-02-20 Thread Markus

URL:
  http://gna.org/bugs/?11104

 Summary: No map textures (all black)
 Project: Warzone Resurrection Project
Submitted by: omikronman
Submitted on: Mittwoch 20.02.2008 um 11:11
Category: Engine: Graphics
Severity: 4 - Important
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 2.1_beta1
Operating System: Mac OS
 Planned Release: None

___

Details:

Vehicles and buildings are okay, but all map textures are missing (completely
black).




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  http://gna.org/bugs/?11104

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Re: [Warzone-dev] [Warzone-commits] r3840 - in /trunk:data/mods/global/aivolution/multiplay/skirmish/data/multiplay/skirmish/ src/

2008-02-20 Thread Dennis Schridde
Am Mittwoch, 20. Februar 2008 01:50:05 schrieb Roman:
  My idea to this would be to let Make generate the redundant files.
 
  Thus the question:
  What are the differences between the different player files?
 
  I'll then try to find out if and how Make can create that.
 
  --Dennis

 Slo file are identical, for now.

 Vlo files have 2 differences:
 On the first line:

 script playerX.slo

 X is AI slot (player) number, 0-based.

 And 4th line:

 player  INT X

 where X is again the player number, identical to the first X at the first
 line.
Did that for the autotools build. Raw Makefiles, XCode and MSVC need to get 
their rules, too, if they want to autogenerate the files, too.

--Dennis


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Re: [Warzone-dev] [Warzone-commits] r3840 - in /trunk:data/mods/global/aivolution/multiplay/skirmish/data/multiplay/skirmish/ src/

2008-02-20 Thread Roman
On Wednesday, February 20, 2008, 12:58:14 PM, Dennis Schridde wrote:

 Am Mittwoch, 20. Februar 2008 01:50:05 schrieb Roman:
  My idea to this would be to let Make generate the redundant files.
 
  Thus the question:
  What are the differences between the different player files?
 
  I'll then try to find out if and how Make can create that.
 
  --Dennis

 Slo file are identical, for now.

 Vlo files have 2 differences:
 On the first line:

 script playerX.slo

 X is AI slot (player) number, 0-based.

 And 4th line:

 player  INT X

 where X is again the player number, identical to the first X at the first
 line.
 Did that for the autotools build. Raw Makefiles, XCode and MSVC need to get
 their rules, too, if they want to autogenerate the files, too.

It simplifies things when compiling wz, but it is still inconvenient when 
working with Aivolution, too many steps are necessary to convert player0.slo 
and player0.vlo into the input that autotools expects right now. Being able to 
just drag-and-drop player0.slo and player0.vlo without caring about anything 
else would have been easier. Can the automake file be adapted for this?


 --Dennis



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Re: [Warzone-dev] [Warzone-commits] r3840 - in /trunk:data/mods/global/aivolution/multiplay/skirmish/data/multiplay/skirmish/ src/

2008-02-20 Thread Roman
On Wednesday, February 20, 2008, 5:25:52 PM, Dennis Schridde wrote:

 Am Mittwoch, 20. Februar 2008 17:01:21 schrieb Roman:
 On Wednesday, February 20, 2008, 12:58:14 PM, Dennis Schridde wrote:
  Am Mittwoch, 20. Februar 2008 01:50:05 schrieb Roman:
   My idea to this would be to let Make generate the redundant files.
  
   Thus the question:
   What are the differences between the different player files?
  
   I'll then try to find out if and how Make can create that.
  
   --Dennis
 
  Slo file are identical, for now.
 
  Vlo files have 2 differences:
  On the first line:
 
  script playerX.slo
 
  X is AI slot (player) number, 0-based.
 
  And 4th line:
 
  player  INT X
 
  where X is again the player number, identical to the first X at the
  first line.
 
  Did that for the autotools build. Raw Makefiles, XCode and MSVC need to
  get their rules, too, if they want to autogenerate the files, too.

 It simplifies things when compiling wz, but it is still inconvenient when
 working with Aivolution, too many steps are necessary to convert
 player0.slo and player0.vlo into the input that autotools expects right
 now. Being able to just drag-and-drop player0.slo and player0.vlo without
 caring about anything else would have been easier. Can the automake file be
 adapted for this?
 Too many steps?

I obviously have to use player0.slo and player0.vlo file when testing 
Aivolution:

Step 1: copy player0.slo and player0.vlo files into mod folder
Step 2: Replace 0 with X in player0.slo
Step 3: Add .in exntention to playerX.slo
Step 4: Replace 0 with X in player0.vlo
Step 5: Add .in exntention to playerX.vlo
Step 6: open playerX.slo.in for editing
Step 7: replace script player0.slo with script playerX.slo
Step 8: replace player INT 0 with player INT X

My suggestion:
Step 1: copy player0.slo and player0.vlo files into mad folder

I think the difference is abvious.

When making modifications and commits several times a day first method doesn't 
sound like fun.

 All that is necessary is to have a playerX.vlo.in file, with 
 a script 'playerX.slo' and a player INT X line...

 The only other thing which makes a little bit of sense (though doesn't look
 as 
clean as template-8 files) is to take player0.vlo as the template and 
 generate the other 7 files from that.
 In this case I would now really have to find out how to find out that sed
 replaced exactly one line (so that modifications which break the regexp can
 be caught).

 --Dennis



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Re: [Warzone-dev] [Warzone-commits] r3840 - in /trunk:data/mods/global/aivolution/multiplay/skirmish/data/multiplay/skirmish/ src/

2008-02-20 Thread Dennis Schridde
Am Mittwoch, 20. Februar 2008 17:45:26 schrieb Roman:
 On Wednesday, February 20, 2008, 5:25:52 PM, Dennis Schridde wrote:
  Am Mittwoch, 20. Februar 2008 17:01:21 schrieb Roman:
  On Wednesday, February 20, 2008, 12:58:14 PM, Dennis Schridde wrote:
   Am Mittwoch, 20. Februar 2008 01:50:05 schrieb Roman:
My idea to this would be to let Make generate the redundant files.
   
Thus the question:
What are the differences between the different player files?
   
I'll then try to find out if and how Make can create that.
   
--Dennis
  
   Slo file are identical, for now.
  
   Vlo files have 2 differences:
   On the first line:
  
   script playerX.slo
  
   X is AI slot (player) number, 0-based.
  
   And 4th line:
  
   player  INT X
  
   where X is again the player number, identical to the first X at the
   first line.
  
   Did that for the autotools build. Raw Makefiles, XCode and MSVC need
   to get their rules, too, if they want to autogenerate the files, too.
 
  It simplifies things when compiling wz, but it is still inconvenient
  when working with Aivolution, too many steps are necessary to convert
  player0.slo and player0.vlo into the input that autotools expects right
  now. Being able to just drag-and-drop player0.slo and player0.vlo
  without caring about anything else would have been easier. Can the
  automake file be adapted for this?
 
  Too many steps?

 I obviously have to use player0.slo and player0.vlo file when testing
 Aivolution:

 Step 1: copy player0.slo and player0.vlo files into mod folder
 Step 2: Replace 0 with X in player0.slo
 Step 3: Add .in exntention to playerX.slo
 Step 4: Replace 0 with X in player0.vlo
 Step 5: Add .in exntention to playerX.vlo
 Step 6: open playerX.slo.in for editing
 Step 7: replace script player0.slo with script playerX.slo
 Step 8: replace player INT 0 with player INT X
I would propose doing it differently:

1: Do some fun editing in playerX.slo.in
2: Run make
3: Have fun

I guess there must be some reason why this is impossible... Why?

--Dennis


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[Warzone-dev] wz2100.net status.

2008-02-20 Thread Kamaze
Hi,
we have some trouble with the server, which need to be fixed first. It 
doesn't seem to boot up correclty anymore, even when fresh installed.

However, we're on this and the website will be back online as soon as 
possible!

Regards, Kamaze

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Re: [Warzone-dev] [Warzone-commits] r3840 - in /trunk:data/mods/global/aivolution/multiplay/skirmish/data/multiplay/skirmish/ src/

2008-02-20 Thread Roman
On Wednesday, February 20, 2008, 6:41:44 PM, Dennis Schridde wrote:

 Am Mittwoch, 20. Februar 2008 17:45:26 schrieb Roman:
 On Wednesday, February 20, 2008, 5:25:52 PM, Dennis Schridde wrote:
  Am Mittwoch, 20. Februar 2008 17:01:21 schrieb Roman:
  On Wednesday, February 20, 2008, 12:58:14 PM, Dennis Schridde wrote:
   Am Mittwoch, 20. Februar 2008 01:50:05 schrieb Roman:
My idea to this would be to let Make generate the redundant files.
   
Thus the question:
What are the differences between the different player files?
   
I'll then try to find out if and how Make can create that.
   
--Dennis
  
   Slo file are identical, for now.
  
   Vlo files have 2 differences:
   On the first line:
  
   script playerX.slo
  
   X is AI slot (player) number, 0-based.
  
   And 4th line:
  
   player  INT X
  
   where X is again the player number, identical to the first X at the
   first line.
  
   Did that for the autotools build. Raw Makefiles, XCode and MSVC need
   to get their rules, too, if they want to autogenerate the files, too.
 
  It simplifies things when compiling wz, but it is still inconvenient
  when working with Aivolution, too many steps are necessary to convert
  player0.slo and player0.vlo into the input that autotools expects right
  now. Being able to just drag-and-drop player0.slo and player0.vlo
  without caring about anything else would have been easier. Can the
  automake file be adapted for this?
 
  Too many steps?

 I obviously have to use player0.slo and player0.vlo file when testing
 Aivolution:

 Step 1: copy player0.slo and player0.vlo files into mod folder
 Step 2: Replace 0 with X in player0.slo
 Step 3: Add .in exntention to playerX.slo
 Step 4: Replace 0 with X in player0.vlo
 Step 5: Add .in exntention to playerX.vlo
 Step 6: open playerX.slo.in for editing
 Step 7: replace script player0.slo with script playerX.slo
 Step 8: replace player INT 0 with player INT X

 I would propose doing it differently:

What is wrong with just using player0.slo and player0.vlo as input for make btw?

 1: Do some fun editing in playerX.slo.in
 2: Run make
 3: Have fun

 I guess there must be some reason why this is impossible... Why?

 --Dennis



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Re: [Warzone-dev] [Warzone-commits] r3840 - in /trunk:data/mods/global/aivolution/multiplay/skirmish/data/multiplay/skirmish/ src/

2008-02-20 Thread Roman
On Wednesday, February 20, 2008, 6:41:44 PM, Dennis Schridde wrote:

 Am Mittwoch, 20. Februar 2008 17:45:26 schrieb Roman:
 On Wednesday, February 20, 2008, 5:25:52 PM, Dennis Schridde wrote:
  Am Mittwoch, 20. Februar 2008 17:01:21 schrieb Roman:
  On Wednesday, February 20, 2008, 12:58:14 PM, Dennis Schridde wrote:
   Am Mittwoch, 20. Februar 2008 01:50:05 schrieb Roman:
My idea to this would be to let Make generate the redundant files.
   
Thus the question:
What are the differences between the different player files?
   
I'll then try to find out if and how Make can create that.
   
--Dennis
  
   Slo file are identical, for now.
  
   Vlo files have 2 differences:
   On the first line:
  
   script playerX.slo
  
   X is AI slot (player) number, 0-based.
  
   And 4th line:
  
   player  INT X
  
   where X is again the player number, identical to the first X at the
   first line.
  
   Did that for the autotools build. Raw Makefiles, XCode and MSVC need
   to get their rules, too, if they want to autogenerate the files, too.
 
  It simplifies things when compiling wz, but it is still inconvenient
  when working with Aivolution, too many steps are necessary to convert
  player0.slo and player0.vlo into the input that autotools expects right
  now. Being able to just drag-and-drop player0.slo and player0.vlo
  without caring about anything else would have been easier. Can the
  automake file be adapted for this?
 
  Too many steps?

 I obviously have to use player0.slo and player0.vlo file when testing
 Aivolution:

 Step 1: copy player0.slo and player0.vlo files into mod folder
 Step 2: Replace 0 with X in player0.slo
 Step 3: Add .in exntention to playerX.slo
 Step 4: Replace 0 with X in player0.vlo
 Step 5: Add .in exntention to playerX.vlo
 Step 6: open playerX.slo.in for editing
 Step 7: replace script player0.slo with script playerX.slo
 Step 8: replace player INT 0 with player INT X
 I would propose doing it differently:

 1: Do some fun editing in playerX.slo.in
 2: Run make
 3: Have fun

 I guess there must be some reason why this is impossible... Why?

Because I can't commit without testing modifications to AI.

Usually 8 copies in total must be created, for all players, to test if they 
communicate properly for example. Therefore I can't use playerX.slo.in and 
playerX.vlo.in for testing, since

1) X isn't an integer and player INT X won't compile
2) 7 copies of player0.slo/vlo are required for testing purposes anyway

 --Dennis



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Re: [Warzone-dev] [Warzone-commits] r3840 - in /trunk:data/mods/global/aivolution/multiplay/skirmish/data/multiplay/skirmish/ src/

2008-02-20 Thread Giel van Schijndel

Dennis Schridde schreef:

Am Mittwoch, 20. Februar 2008 17:45:26 schrieb Roman:
  

I obviously have to use player0.slo and player0.vlo file when testing
Aivolution:

Step 1: copy player0.slo and player0.vlo files into mod folder
Step 2: Replace 0 with X in player0.slo
Step 3: Add .in exntention to playerX.slo
Step 4: Replace 0 with X in player0.vlo
Step 5: Add .in exntention to playerX.vlo
Step 6: open playerX.slo.in for editing
Step 7: replace script player0.slo with script playerX.slo
Step 8: replace player INT 0 with player INT X


I would propose doing it differently:

1: Do some fun editing in playerX.slo.in
2: Run make
3: Have fun

I guess there must be some reason why this is impossible... Why?
  
Yes, there is. There simply isn't an immediate alternative to sed on 
Windows systems, and as such this proces is not as easy to automate on 
windows as it is on GNU/Linux.


--
Giel



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Re: [Warzone-dev] [Warzone-commits] r3840 - in /trunk:data/mods/global/aivolution/multiplay/skirmish/data/multiplay/skirmish/ src/

2008-02-20 Thread Giel van Schijndel

Dennis Schridde schreef:

Am Mittwoch, 20. Februar 2008 17:45:26 schrieb Roman:
  

I obviously have to use player0.slo and player0.vlo file when testing
Aivolution:

Step 1: copy player0.slo and player0.vlo files into mod folder
Step 2: Replace 0 with X in player0.slo
Step 3: Add .in exntention to playerX.slo
Step 4: Replace 0 with X in player0.vlo
Step 5: Add .in exntention to playerX.vlo
Step 6: open playerX.slo.in for editing
Step 7: replace script player0.slo with script playerX.slo
Step 8: replace player INT 0 with player INT X


I would propose doing it differently:

1: Do some fun editing in playerX.slo.in
2: Run make
3: Have fun

I guess there must be some reason why this is impossible... Why?
  

Yes, there is. There simply isn't an immediate alternative to sed on
Windows systems, and as such this proces is not as easy to automate on
windows as it is on GNU/Linux.

--
Giel



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Re: [Warzone-dev] [Warzone-commits] r3840 - in / trunk:data/mods/global/aivolution/multiplay/skirmish/dat a/multiplay/skirmish/ src/

2008-02-20 Thread Roman
On Wednesday, February 20, 2008, 7:32:45 PM, Dennis Schridde wrote:

 Am Mittwoch, 20. Februar 2008 19:20:43 schrieb Giel van Schijndel:
 Dennis Schridde schreef:
  Am Mittwoch, 20. Februar 2008 17:45:26 schrieb Roman:
  I obviously have to use player0.slo and player0.vlo file when testing
  Aivolution:
 
  Step 1: copy player0.slo and player0.vlo files into mod folder
  Step 2: Replace 0 with X in player0.slo
  Step 3: Add .in exntention to playerX.slo
  Step 4: Replace 0 with X in player0.vlo
  Step 5: Add .in exntention to playerX.vlo
  Step 6: open playerX.slo.in for editing
  Step 7: replace script player0.slo with script playerX.slo
  Step 8: replace player INT 0 with player INT X
 
  I would propose doing it differently:
 
  1: Do some fun editing in playerX.slo.in
  2: Run make
  3: Have fun
 
  I guess there must be some reason why this is impossible... Why?

 Yes, there is. There simply isn't an immediate alternative to sed on
 Windows systems, and as such this proces is not as easy to automate on
 windows as it is on GNU/Linux.
 Aha, so that's what's this about.
 I wondered why one would want to work reversed, creating changes in the
 autogenerated files and transforming them into templates.

You know AI creation is a bit different, I guess this is not self-explanatory. 
Sometimes all 8 copies will differ for testing or bug-hunting purposes for 
example. What you are suggesting may make perfect sense to you, because you are 
judging based on your own experience, my experience tells me it will be 
arsy-versy. Even with make it is more convenient for me to work on 1 master 
copy of AI files, then copy-paste the result into mod folder (and trash other 
copies which are not necessarily the same) and simply let Make replicate them, 
not vice-versa.

 Simple answer would have been: 'Run make does not do what it should, since
 sed is not available.'

It would have been as simple as that if I could imaging you could forget I'm a 
Windows and MSVC user, but since I know you are aware of this I thought you 
were not understanding something else, what exactly I didn't know.

 Ok, makes sense, will adapt it then, if Buginator finds no way to do 
 search-and-replace in files from within MSVC. (dotnet and bundled tools were
 the ideas right now.)

 --Dennis



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Re: [Warzone-dev] [Warzone-commits] r3840 - in / trunk:data/mods/global/aivolution/multiplay/skirmish/dat a/multiplay/skirmish/ src/

2008-02-20 Thread Dennis Schridde
Am Mittwoch, 20. Februar 2008 20:16:48 schrieb Roman:
 On Wednesday, February 20, 2008, 7:32:45 PM, Dennis Schridde wrote:
  Am Mittwoch, 20. Februar 2008 19:20:43 schrieb Giel van Schijndel:
  Dennis Schridde schreef:
   Am Mittwoch, 20. Februar 2008 17:45:26 schrieb Roman:
   I obviously have to use player0.slo and player0.vlo file when testing
   Aivolution:
  
   Step 1: copy player0.slo and player0.vlo files into mod folder
   Step 2: Replace 0 with X in player0.slo
   Step 3: Add .in exntention to playerX.slo
   Step 4: Replace 0 with X in player0.vlo
   Step 5: Add .in exntention to playerX.vlo
   Step 6: open playerX.slo.in for editing
   Step 7: replace script player0.slo with script playerX.slo
   Step 8: replace player INT 0 with player INT X
  
   I would propose doing it differently:
  
   1: Do some fun editing in playerX.slo.in
   2: Run make
   3: Have fun
  
   I guess there must be some reason why this is impossible... Why?
 
  Yes, there is. There simply isn't an immediate alternative to sed on
  Windows systems, and as such this proces is not as easy to automate on
  windows as it is on GNU/Linux.
 
  Aha, so that's what's this about.
  I wondered why one would want to work reversed, creating changes in the
  autogenerated files and transforming them into templates.

 You know AI creation is a bit different, I guess this is not
 self-explanatory. Sometimes all 8 copies will differ for testing or
 bug-hunting purposes for example. What you are suggesting may make perfect
 sense to you, because you are judging based on your own experience, my
 experience tells me it will be arsy-versy. Even with make it is more
 convenient for me to work on 1 master copy of AI files, then copy-paste the
 result into mod folder (and trash other copies which are not necessarily
 the same) and simply let Make replicate them, not vice-versa.
Can you picture your workflow and how you would like it to be?

Currently I understand it like this:
1. work in up to 8 different AIs
2. tune them
3. select the best
4. take that file and copy it as player0.* into the SVN dir
5. edit the variables, since it may not have been player0 before
6. commit

Is this correct now?

  Simple answer would have been: 'Run make does not do what it should,
  since sed is not available.'

 It would have been as simple as that if I could imaging you could forget
 I'm a Windows and MSVC user, but since I know you are aware of this I
 thought you were not understanding something else, what exactly I didn't
 know.
I just assumed you somehow integrated the Makefiles into your workflow.
I didn't forget you or your tools. :)

As you sound pissed, I apologize. I was under the assumption you used the 
Makefiles to speed up your work, not that they would slow you down. Thus I 
tried to guess your workflow and model the scripts after that.
Apparently my assumption and your reality did not match...

--Dennis


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